bittah.com!~ Playerunknown's Battlegrounds - Page 4
Tribes 1, Tribes 2 and Midair gaming hub for the Australia and New Zealand communities.
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- Playerunknown's Battlegrounds
- Build 0.30.0
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Localization of 'VSS' and 'Vector' for few country is not applied properly
There is an issue that occasionally causes a white line to be shown when the player is on the airplane
There is an issue with PhysX which causes the motorbike to move in non-natural fashion after hitting the terrain when upside down
You will no longer be able to remove shadows by revising the .ini file
Improved CPU usage for world level streaming
Improved rendering performance of fences
Improved rendering performance of grass
Improved rendering performance for weapons and attachments seen at distance
Improved rendering performance by modifying certain weapon and vehicle effects that were unnecessarily rendered at distance
Improved character animation performance
Improved effect performance
Improved the performance of team-mate name plate, map and mini-map in teamplay
Added VSS. A suppressed sniper rifle with permanent 4X scope & chambered for 9mm ammo. This new weapon can be found in carepackages & as a very rare loot spawn
Reduced the moving speed of the two final play zones for better engagement during the endgame
Vector - Reduced bullet damage slightly, Increased deviation gain per shot
S1897/S686/S12K - Reduced pellet damage slightly
AKM - Increased bullet damage slightly
Fixed an issue where the players alive count would reduce when a player disconnected. Now the count will only go down upon the players death.
Action & Gunplay
Now players can put stock attachments on following weapons:
SKS : Sniper rifle cheek pad
Vector : Tactical stock (for M416)
Adjusted the color of the aiming point for the basic crossbow scope.
Added new scope rendering method (parallax free) allowing for greater aiming precision
https://twitter.com/PUBATTLEGROUNDS/sta ... 3350265857
Improved ADS view
Modified recoil for following weapons: AKM, SCAR, M16, M416
Fixed an issue allowing a player to zoom in with right click when waiting before throwing a grenade
Decreased the time to ADS when using the 2X scope
Added punctured wheel effect and sound
Added burnt markings to vehicles after being destroyed
Added the motorbike number plate image
When a vehicle explodes, the fences near the vehicle will now also be destroyed
Added new vegetation to the lobby
Players can press ‘delete’ to remove their marker placed on the world map
Adjusted the transparency of mini-map grid and coordinates text to make the map more visible
Added a dotted line towards the next play zone on the mini-map
Modified the icon design of the First Aid Kit
Added Thai language in language options
Added new key bindings for hold breath, motorbike air control and switch to previous weapon
Improved the sound of Motorbike
Added sound for door destruction effect
Fixed a bug that caused vehicles to be spawned in garages consistantly. Vehicles should be spawned at a higher rate in garages, but not at 100%
Fixed an issue that disabled bullet tracing for SKS
Fixed a bug that caused the game client to crash when a flashbang goes off
Partially fixed bug that caused a character to get stuck in terrain, buildings or objects
Partially fixed a bug that caused a vehicle to get stuck in buildings, fences or other vehicles
Partially fixed a bug that caused items to be unlootable
Fixed a bug that caused carepackages to shake when falling
Fixed a bug that caused a throwable weapon to be thrown in the freelook direction and not the direction in which a character is facing
Fixed an issue with two markers being visible when placing a marker in the airplane after placing it in the lobby
Fixed a bug that caused a player icon to be doubled up on the minimap.
Fixed a bug that caused the same color for two teammate icons
Fixed a bug that caused the final play zone to be created over water
Fixed a bug that sporadically muted the rain sound
Significantly mitigated an issue that allowed a player in a closed house to be killed by the red zone bombs
Fixed a bug that caused animation not to stop when using consumable items while reviving a teammate
Fixed a bug that caused a character experience the damage effect at random
Fixed a bug that caused all teammates to enter the REVIVE state when one teammate is hit by a bomb in Red Zone while being in a vehicle
Fixed a bug that caused the REVIVE gauge not to disappear when the character being revived is disconnected
Fixed a bug that caused the sound volume of UMP with silencer to be too low
Fixed a bug that caused throwable items not to drop when switching to other weapons
Fixed a bug that caused the trace effect to not disappear after using throwable weapons
Fixed a bug where removing the pin from a grenade was canceled by changing the throwing posture.
Fixed an issue with compass points not matching the actual direction when in the passenger seat of a vehicle
OR you can drop into one of the larger town areas and be guaranteed a bunch of others will - then its a mad rush to get weapons and kill those others who'll be doing the same.
OR you can drop into a slightly out of the way group of houses, loot up then go searching for other players. This is what i most commonly do.
OR you can linger near the edge of the circle and stay around it as it moves in as you know there'll be a lot of people doing the same. It can be satisying picking them off as they come in.
OR you can find a house/area that's in a logical place where people will move through (ie pass by on the way to the circle) - shut up all the doors so it looks unlooted then wait for someone to come loot it. For you can be sure someone will, and you'll hear them, and have the satisfaction of scaring the bejesus out of them as they have nfi you're waiting in ambush.
Basically when i play, i do a combination of the above. Hiding and waiting is boring as shit, but hunting other players is satisfying. You just need to learn to be patient and get them when you can guarantee kill them, knowing that when you catch them unexpected from a medium range, they'll have nfi where you are - it's quite difficult to pinpoint where you're beign shot from.
One thing this game does superbly is the gunshot sounds at distance. You can get a really good idea of direction and distance from the sounds of the gunshots, i usually move towards them knowing that if you hear them, there's guaranteed at least one of the two people alive in that direction. Then it's just a case of sneaking up using cover to go kill them.
It's definitely not a game for everyone, but you'll find the amount of action varies from round to round. It's particularly satisfying killing other players i find but it requires forethought, something that goes against my usual running and gunning style of play.
(mostly for squad games)
1 - find somewhere quiet to land, loot up, bitch out until top 10 (no risk)
2 - find somewhere quiet to land, loot up (~5 mins), get car, go hunting (low risk)
3 - find somewhere near another team to land, loot up (~3 mins), hunt the nearby team, take their loot, get car, go hunting (medium risk)
4 - find somewhere quiet to land, loot up (~5 mins), get car, chase air drops (high risk)
5 - find somewhere retarded to land with everyone else (school, military base, murder quarry, hospital), see how many of your squad are left, go hunting (ctrl k risk)
after those first 5 minutes you always want to be the hunter, not the hunted. there's never any guarantee of finding where people are but there are certainly places where you're more likely to run into someone. you can easily get to the top 10 by bitching out, but that's so incredibly boring and lame. waiting 25 minutes before taking a shot will give you cancer. i like to switch between options 2, 3 and 4. if we have a few bad rounds i lean towards 2.
i will always go for the quieter landing spots (when possible) because you want enough houses to gear up four people. going into a shootout too early (with a double barrel and no helmet) will more than likely get you killed. then you get to enjoy the penalty of waiting up to 25 mins for the next round and your squad suffers because they'll be out numbered in later fights. the scrub fights at the start are perfectly fine in solo and duos but the chances of everyone surviving in squad are so ridiculously fkn low it's honestly not worth it. ideally you want everyone to have at least a level 2 vest, level 2 helmet, rifle and scope. i favour ump's or pump action shotguns for close range and AKM with 4x scope for mid and long range fights.
if you're lucky you get bs like this:
Few random crashes. Poorly optimized (shitty FPS). Random glitches.
But its a bloody fun game.
I'm still shit at it. Best round so far I got three kills, and top eight. Otherwise its a lot of getting pinged from long range or dying really quickly at the start.
First few games Id land in wilderness and find a small shack, load up and slowly make my way. Now I tend to aim for the cities, load up and try clear out. Given my best kill streak has been three, clearly its not working fantastic but I'm getting there.
I dont play this as often as i'd like as i find it to be stressful. Playing solo is great, but jesus it gets intense in those latter stages. It's amazing how it can impact you that sneaky/careful phase when only the best players are left and you dont know where the fuckers are - or worse, you know where the fuckers are but there's another fucker on the other side of you that you need to deal with somehow.
Usually if someone dies straight away we will throw caution to the wind and try and get revenge. Its very rare that you'd have to sit out a full round.
for squad games, if one of us dies in the the first encounter we rush in (with balls out) and restart after we get our revenge because nobody wants to wait 20 minutes between games. when petty dies early in duo's, we usually restart if there's more than 50% of the server left.
that intensity when you're in the last 20 players is what i'm after luv it